Divine Intervention

Sahn

Description:

Advancements for next Tier

N/A

Special Abilities & Dominion Abilities

Magic Training: You are trained in the basics of magic and can attempt to understand and
identify its properties (including the operation of magic artifacts and cyphers). Enabler.Push (2 Intellect points): You push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can’t usethis to pull a lever or close a door. Action.Hedge Magic (1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use hedge magic to harm another creature or object. ActionDistortion (2 Intellect points): You modify how a willing creature within short range reflects light for one minute. The target rapidly shifts between its normal appearance and a blot of darkness. The target has an asset on Speed defense rolls until the effect wears off. Action to initiate.Healing Touch (1 Intellect point): With a touch, you restore 1d6 points to one stat Pool of any creature. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task difficulty increases by one step. The difficulty returns to 2 after that creature rests for ten hours. Action.Hover (2 Intellect points)
You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action;otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate.
*Manifest Nimbus: Creatures and objects touched with a divine spark (or who have divine shifts) manifest a nimbus. A nimbus is usually visible only to other creatures who also have a nimbus. Your nimbus appears as one or more points of brilliant light, possibly glowing runes, that hovers near your head. As you gain divine shifts, the number of points may grow. You may also work with the GM to design a different style of nimbus, such as a shadow, flames, and so on. In this way, PCs and other divinely touched creatures always recognize each other, as well as cyphers and artifacts, and other objects of divine origin.
You can choose to make your nimbus visible to normal creatures, or extinguish that manifestation, as part of any other action. The nimbus can sometimes serve as an asset for various interaction tasks if you make it visible to non-divine creatures, if the GM decides that is appropriate. However, non-believers may decide to string up the false god then and there. Enabler.